FCachedSystemScalabilityCVars

Cache some of the scalability CVars to avoid some virtual function calls (no longer the case with the new console variable system, but we only have 1 render thread) and to detect changes and act accordingly if needed.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/UnrealEngine.h

Include

#include "UnrealEngine.h"

Syntax

struct FCachedSystemScalabilityCVars

Remarks

Cache some of the scalability CVars to avoid some virtual function calls (no longer the case with the new console variable system, but we only have 1 render thread) and to detect changes and act accordingly if needed. read by rendering thread[s], written by main thread, uses FlushRenderingCommands() to avoid conflict

Variables

Name Description

Public variable

bool

 

bInitialized

Public variable

int32

 

CookOutUnusedDetailModeComponents

Public variable

int32

 

DetailMode

Public variable

int32

 

FieldOfViewAffectsHLOD

Protected variable

float

 

FieldOfViewMaxAngle

Protected variable

float

 

FieldOfViewMaxAngleScale

Protected variable

float

 

FieldOfViewMinAngle

Scaling view distance with active camera field of view.

Protected variable

float

 

FieldOfViewMinAngleScale

Public variable

EMaterialQualit...

 

MaterialQualityLevel

Protected variable

int32

 

MaxAnisotropy

This isn't public as it's only used to detect the change. Use ComputeAnisotropyRT()

Public variable

int32

 

MaxCSMShadowResolution

Public variable

int32

 

MaxShadowResolution

Public variable

float

 

StaticMeshLODDistanceScale

Public variable

float

 

ViewDistanceScale

Public variable

float

 

ViewDistanceScaleSquared

Constructors

Functions

Name Description

Public function Const

float

 

CalculateFieldOfViewDistanceScale

(
    const float FieldOfView
)

Operators

Name Description

Public function

bool

 

operator==

(
    const FCachedSystemScalabilityCVars...
)

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